Here is the exhaustive list of the features packed in the Cool Teleporter v3.01:
- Can be used to teleport anywhere in the sim where it is rezzed (as long as you have objects-entry rights on the path to the destination: it can even TP you across or into no-scripts parcels !) or on the grid (using map-TP), or even to adjacent sims.
- Can TP in one go ("warp" TP) inside a sim and anywhere in SL at full altitude range, i.e. from the ground level (0m, i.e. including underwater) up to 4096m high.
- Can hold up to around 250 destinations (depending on the length of the destination names).
- Menu driven for easy operation.
- Easy setup (for the destinations, access and ban lists) via notecards (and the same notecards can be used to for all the teleporters of a sim, making it an easy task to set them up) and/or landmarks (drag and drop landmarks into the teleporter to add new destinations !) and/or via an optional networked mode.
- Advanced configuration for access and control:
o Private list and ban list.
o Public, group or private access to the teleporter.
o Per destination access restrictions to group or private list.
- May teleport a group of people to non-private destinations and uses a private TP beams for private destinations, ensuring no one can try and "steal" your TP beam to access a destination they are not allowed into.
- Can be used as a HUD (private teleporter).
- When teleporting inside a sim, the Cool Teleporter never suffers from the "limbo" problem so many teleporters are plagued with (TPs oustide the sim are alas still subject to the same reliability problems as the "normal" means of teleporting (landmarks, map, etc) in SL).
- Can make use of RestrainedLove (either via any worn RestrainedLove relay for in-world teleporters, or directly for a teleporter worn as a HUD) to replace the map-TP with force-TP and to force-sit people on the beam when they walk into it.
- Turbo mode for express teleporting (below the second) inside the sim.
- Pretty particles effects and sounds.
- Generates as little lag as possible (highly optimized code, no permanent listener, no sensor). Low memory footprint (5 scripts for a total of only 200Kb).
- Only two prims per teleporter (five for the version with display and prim buttons).
- Reset resilient configuration data: the Cool Teleporter remembers its settings over resets, sim restarts, etc.
- Auto update feature via updaters (when a new version is issued, simply rez the updater next to the Cool Teleporter to update it).
- Customizable: the Cool Teleporter is mod-ok so that you can add more prims or change its shape, and information is given on how to customize it (easy customization via notecard and primitive names).
- Six flavours provided (yellow, red and blue teleporters) with (NEW !) two models: a simple teleporter (menu driven only), and one with display (for a logo or a screen shot of the destination) and prim buttons for previous/next destination selection.
- The Cool teleporter is copy-ok, meaning you can use as many teleporters as you wish in any number of sims.
At only L$350, the Cool Teleporter is also among the very best performance/price ratio teleporters in SL, while offering one of the largest sets of features !
Warning: the Cool Teleporter is no-transfer. If you wish to make a gift to another avatar, please use the Gift button/feature of our vendors.
Ver el artículo en Second Life- Extra low-lag, reliable, fast, up to 250 destinations per teleporter
- Easy to setup (via network and/or landmarks and/or destinations list notecard)
- Per destination permission system and global access restrictions
- Easy to use (menu-driven). Local, sim-wide, cross-sim and grid-wide TPs.
- Low prim count (2), customizable/modifable. Usable as a private TP HUD.
Easy to set up!
This is a must for any sim owner. Easy to set up. Fast and flawless AND IT'S GRIDWIDE! Amazing little system. By far the best I've experienced.
The oversim teleport just opens the map
I bought this for oversim teleportaton and ok it works but when you put an oversim LM inside you have to choose in 4 steps.
1 - clic on the teleport
2 - choose the destination
3 - the beam shows with a message saying "click on the beam"
4 - then the map opens and you choose th téléport.
Not the fast solution i was hoping for.
Very disappointed
Very disapponted in this purchase. Does not work half of the time and is a pain to set up. Just another purchase I will make that the product will sit in my inventory and not use.
these are pretty but I find them hard to use so thinking of removing them myself. but not sure yet but depending on your sim they will add a great effect.
The bright green ring on the teleport base is not attractive and the instructions say that I can modify it but as you can see from the following IM I had with the creator, you have to have a knowledge of scripting in order to change the color. Everything else was easily modifyable, I was able to put in my own sounds (the sounds that come with it are not pleasing either). The particle effects are very good and this functions well. Just a few details for the creator to work out to make everything easily modifyable. I would add here that I did not think he/she was very nice or helpful either then they suddenly logged off rather than trying to really be of assistance. I think this is not a very good business practice and I would think twice before buying anything else from this person.
-- Instant message logging enabled --
[15:05] Koshari Mahana: Hi Henri, I bought your Cool Teleporter v1.11 today and it's great, I have a question though, I hope you can help me. I read that I can change the colors on the base ring, the green, red and blue but it wasn't clear to me how to do this, the script inside is no mod
[15:09] Henri Beauchamp: Please, see the chapter 4 of the documentation. It is not said you can change the green/red/blue colors, but that you can change the "Teleporters Colors" script by another of your own to indeed change the colors or the way they are used (their meaning).
[15:09] Koshari Mahana: do you mean I need to own a script that is for color change?
[15:11] Koshari Mahana: so the green ring on the teleport base is permanant, I cannot change that? I'm sorry, I'm having trouble understanding
[15:11] Henri Beauchamp: You can change the textures without changing the script, but the green (=teleporter ready), red (=teleporter busy dealing with a request) and blie (=teleport beam ready) cannot be changed unless you change the script.
[15:11] Koshari Mahana: and in order to change the script I have to have my own script? the one that is in it is not modifyable
[15:12] Henri Beauchamp: Please, read the documentation: it is all explained in there...
[15:12] Koshari Mahana: I did read it and I didn't understand what I was supposed to do
[15:12] Koshari Mahana: I read it about 3 times
[15:12] Koshari Mahana: it wasn't clear to me
[15:13] Henri Beauchamp: I just expalined you again here. I can't do better, sorry.
[15:13] Koshari Mahana: I saw there were numbers, and I assume I type them into chat, but it didnt' really say, do I have to type ie. /-1 then the color name or?
[15:14] Koshari Mahana: it wasnt' specific what to do with those numbers
[15:15] Koshari Mahana: it says, "You may remove or replace the "Teleporter Effects" and "Teleporter Colors" scripts with some of your own (name them differently so that they will not be overwritten during an update). "I assume this means I have to have my own color change script?
[15:15] Henri Beauchamp: http://www.lslwiki.net/lslwiki/wakka.php?wakka=link_message
[15:15] Koshari Mahana: then it goes on to talk about the codes but it doesn't tell me what to with them
[15:16] Henri Beauchamp: I can't teach you how to script... Please, read the wiki and you will understand
[15:17] Koshari Mahana: Okay, sorry, I didn't realize that I would have to know how to script to change the color, perhaps it woudl be easier if it were done via a notecard or if the colors could be modified in your script itself, anyway, thank you for your time
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